I seriously cannot stress this enough. Why not just put all of the source code on Git? It would be a lot easier for us to help you with some of the technical problems, plus you wouldn't have to worry about losing the source code again in the future.

Also, I would work on some of the art assets if I were you. Not trying to be rude, just saying that they could use a little work.

First off, I would actually suggest cleaning up your source code before continuing with the development of the game. No decompiler is perfect, and they usually tend to mess up certain aspects of your code.

Perhaps it would be good to add jumping, and as well an extra mob that has a height advantage of some sort, just to give the jumping a purpose.

Other than that, the art could be a little bit better, and the bullets need to be a bit bigger.

You could also implement WASD controls, since you seem to be using the mouse for aiming/shooting. It's not very intuitive to make the user use the arrow keys as well as the mouse at the same time.

After you clean up your code you could perhaps make player's movement a little bit more natural by smoothing it out? The human eye is not used to stay-still/go-at-full-speed/stop-in-0-seconds thing. I think, even if it was barely noticeable, acceleration/deceleration of the player would somehow improve the overall experience. Btw, great job on this game any chance to make the gaming area bigger?

I know how to do tweening and will be adding that in shortly. Along with the jumping, I don't know how to implement gravity without a physics engine. I don't want to mess with them. Along with screenshake... I was planning on adding that in as well.

I did notice a few discrepancies in my conventions but I passed it off as a change in conventions whilst learning the aspects of game programming. Must've been the decompiler then.

Also note that many times it's both easier to do and better for gameplay to fake the physics, i.e. some games just keep the player moving downwards by some hardcoded arbitrary rate, and actually might not feel right with realistic gravity.

I'm working on implementing basic tweening and the such. I have to go over my code to see where I have movement all handled at. This code... is terrible. I wrote it way back when I first was starting out. It terrifies me that I was that bad.

I'm working on implementing basic tweening and the such. I have to go over my code to see where I have movement all handled at. This code... is terrible. I wrote it way back when I first was starting out. It terrifies me that I was that bad.

Don't worry, it gets better.

By the way, I also feel like you should improve the GUI of the game at some point, perhaps make the viewport bigger, and make a few other small aesthetic changes.

I would probably work on the graphics a little bit, and I also think that there should be more Y-axis variation in the levels. There's only one little plane to walk around on, and that's it. I would probably do something about that if I were you.

Adding a y value would cause much complication in the way I have the game structured.

I do, however, plan on adding a multitude of game modes and many more enemies, guns, and even a gun workshop (Build your own weapons (Probably a sandbox mode or something of the sort)). Perhaps even co-op. So, the Y-axis will be completely forgotten.

Do you have any ideas on how I could add more Y-Axis variation into the game?

So, jumping? Alright! But then should zombies have AI to turn around if you jump or should they just keep on walking giving birth to a strategy of basically jumping over a zombie and shooting them in the back of the head.

The 1D field is kinda the one special part of this game so it could possibly be a step in the wrong direction to move to normal game dimensions...Maybe add some more x-axis, doors to outside were already an idea, weren't they? An explorable world, maybe with some items would definitely be an improvement.The art can either be seen as "ugly" or as "its own style" (fully ok) - but the ammo does not fit into that imo.

The art can either be seen as "ugly" or as "its own style" (fully ok) - but the ammo does not fit into that imo.

Ya, I agree. This art was made by a friend of mine and I'm going to have to redo a little bit of it. The reason I let him make them is because it takes him 5 minutes to make a sprite. When it takes me 30-45 minutes to make a sprite and his is usually better anyways.

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